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A Canadian Cat

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Posts posted by A Canadian Cat

  1. Patch to fix things and improve the game already purchased. $0

    Upgrade to add features not previously purchased and never promised. $10

    Customer who can't see the difference... priceless :D

    For everyone else there's Master Card and a variety of other payment options.

    Man, I am glad you still have a sense of humor about this. For me the complaints and being called names is getting old.

  2. I have not seen this problem for a while:

    CMFortressItalyTankInBuilding.jpg

    This happened after maneuvering through a narrow street. At first this tank refused to go down the street but I tweaked the orders and then it drove through the front of the building on the left and ended up in the next building along the street. Now it seems to be stuck there.

    Saved turns available upon request.

  3. I Recently started a new game of Monty's Butchers using CMBN 2.0 and I now have a wondering mortar gunner. The screen shot is from the command phase of turn 8 (I have the turns saved BTW if anyone wants them). I noticed something was off last turn so I cancelled the mortar team's move order. The gunner just kept running away.

    WonderingMortarGuy.jpg

    The platoon was advancing in the open field towards to woods. None of my men have any contact with the enemy yet. My new orders are as shown - hopefully he will rejoin his team.

    For those that cannot read tiny print this is the Mortar detachment from 2 Platoon A Company.

  4. We tried to provide an outlet for a strategic layer. It didn't pan out. The code was even released in the hopes that people would pick up where the developer of the code left off. As far as I know that didn't happen.

    Interesting I had no idea you put your toe in. What version of CM was that in?

    I've entered this debate more times than I can count since we first announced CM. It always boils down to the same thing... CM is a tactical wargame. Our resources are focused on making that experience better with each release. Any distraction for a strategic level will, by definition, come at the expense of those goals. Creating an API set and SDK environment would be a massive effort on our part, which would mean a massive detraction from what should be, and must be, our focus. That's simply not in the cards.

    And we appreciate you chiming in with valuable insight. I can appreciate that a full fledged SDK would be quite an effort and distracting. I think the developers reading this can totally understand that.

    You have stated in the past that your philosophy for choosing features for a release is to add value that will appeals to various groups. The idea being to move the game forward incrementally to satisfy many constituencies. 2.0 being an excellent example: You added several map editor features for the scenario designers, several commands and other features for the game play itself. And you added a whole lost of graphics improvements that the modders are happy with (plus a taste that you will do more for them with regard to uniforms).

    What several of us would like to ask is that you consider the 3rd party tools guys when you are creating your feature list. You already have @GreenAsJade with a released tool for managing turns. I have one in the final states of testing. There are several people @noob and @Broadsword who have operational rules and games on the go - they are doing it totally manually. Plus @JapPanzer creating interesting UI manipulation tools to extract information about OOB and casualties at the end of the battle. I am sure none of us want to be a drag on enhancing the game - I know I do not.

    So, a big bang SDK is not in the cards. Understandable.

    Here is my request: consider spending some time on direct features in the game that we can leverage to help the community. For your consideration here is a list of smaller features that would add value for those of us wanting to create a community of application development around your game:

    A command line argument for launching the game so a specific PBEM turn could be started on game start.

    Have the game produce a OOB with casualties and combat victories recorded in an XML, CSV or similar format.

    Have the game produce a new game map (just the map) with the original map updated with the battle damage from the game that just ended.

    Allow additional command line arguments that would start a new game using an OOB (same format as your report above) and a map name.

    I am sure people would have other suggestions for you. And again I would reiterate we don't want you to stop everything else and create all this for us. But please consider adding one or two things every now and then to move the game forward in this additional area. Just like the way you do for other aspects of your game.

    While I certainly appreciate that no battle happens in a vacuum, I also appreciate that there's no one hard line to cross over to make the vacuum go away. Warfare is always on a continuum that exceeds reasonable software design boundaries. Heck, it exceeds reasonable customer interest in playing! Which means the broader the scope of the game, the harder it is to make/support and the fewer people that will be interested in playing/paying for it. From a business standpoint this is not a good way to start out a game design :D

    What we will do is continue to tackle issues as we can, be it directly simulated, abstractly handled, left to players to determine, or even put aside for another day. That's the best philosophy for CM and, therefore, the best philosophy for the people who play it.

    And you have an excellent track record of doing just that. I am looking forward to new releases.

  5. As for the #2 not picking up the panzershreck, he just watched his buddy's head get blown off. He has good reason to maybe not pick up the big-ass tube that likely made his buddy a prime target. Not every soldier is a hero.

    Well explained. If things quiet down for #2 and he does not get shot at for a while and he stayed with or you move him back to his buddy's last location he probably will preform buddy aid and pick up the tube.

  6. I just read now through all 20 pages. Great work, great pics, great DAR.

    Thank you glad you are enjoying it.

    Good attack on the Churchill from behind - but with StuHs? :eek: The heat ammo is for emergency situations but not for being used in combined attacks where Panthers are available.

    IMO that situation was tactically the best so far, where you tried to grab bigger. And with the correct weaponry it would have worked great and completely different to the rest of the tankbattles. IMO that's how it should be done and not like a bullterrier running with the head through the wall.

    Yeah that was a really bad move on my part. A -2 moment. It comes from me not paying proper attention to the forces under my command. When I setup the flanking maneuver I was not paying attention to the fact that they were StuHs and not Stugs. Really bad move on my part and my men paid for it.

    My impression is, that you are too hastily although you have enough time. As if the devil was hunting you. :D

    You could take much more time to maneuver with your tanks and plan their movements more generously. They have distance weapons!

    It takes some routine in CM to cancel an attack, or to delay some hopefully cool action since players tend to keep the tension and excitement high. A running game is like a drug and cancelling or delaying cool action takes the virtue of patience. Don't become a action junkie. They are doomed. :D

    And before maneuvering with the tanks for a tankfight, it is good to know where the enemy has his tanks.

    Interesting I think I am being very careful and methodical and exercising lots of patience.

    Don't use your Panthers lonely on too many locations, use them in close formation and knock out one enemy after the other and begin with the strongest opponents.

    That is the plan. I guess the Panthers near the river tank are not really in close formation but I agree I should be bringing them back together. Near the town they are working closely - I know one is a bit a head right now but my last orders will bring them back together.

    And never attack 1:1 if you can't get to a much superior position (hulldown) from a good angle with surprise effect. Try to see 12 o'clock duels more as accidents, or as emergency situations, but you should not plan them, if they can be avoided.

    (I just reread it and it maybe sounds a bit too harsh, since you managed to attack some Churchill tanks from several angles)

    Good philosophy but I am not a fan of flanking hastily without knowing it it is safe. For example my flanking of those two Churchill tanks was done after scouting that flank and then pouncing. The Panther's near the town cannot go wide right now because the town is certainly not safe and the open ground on the left is covered by his Achilles in over watch. So they have no choice but to go head on at the enemy.

    After 10 ricochets from a StuG against a Churchill, it's maybe a good idea to cancel all future attacks and call in the more adequate Panthers to deal with the problem. And if it takes 10 minutes until they arrive, it takes 10 minutes! That's better than playing lottery with bad odds and losing one StuG after the other. The time until the cats arrive can in most cases be used for recon or repositioning for the later advance/attack anyway.

    Yes those Stugs are officially banned from going head to head with Churchill tanks. Except when they have to protect softer targets.

    I'd also suggest to take more time to bring infantry close to the suspected enemy tanks. This allows you small arms fire at the tanks, shortly before your tanks will attack them and gives an additional advantage.

    That is the plan

    ps: the Sdkfz with the short 75mm is called Stummel (without r).

    Yeah and considering the name is right there on screen you would think I would get that one right. ;)

  7. I just came across this thread. Could become an interesting battle.

    Thank you for sharing this with us. But besides all the praise of your work, i hope tactical critics is allowed?

    Here are my 2 ct.

    Yes, please do. I am pretty much committed to my attack now but would love to hear your thoughts.

    The beauty of big mechanized forces on big maps is, that they allow realistic movements around enemy positions, since the forces are big enough for combined warfare. But you are playing like a typical Alliied commander, who have been attracted most of the time by enemy forces like a magnet, seeking every frontal shootout, in trust of endless reinforcements but less like a German commander who must keep his losses at a minimum and therefore needs to hit the enemy in his flank or - even better - get in his back. Your force composition is great for this kind of tactics and this town in the east could offer a great opportunity, not many maps offer.

    I agree. One thing to keep in mind is we already played a battle on this map and sweeping wide to the right and by passing the town was exactly what I did in the first game. That game was a 12 000 point affair and this time I did not want to do the same thing. So the main attack was planned to happen on the other end of town - in the centre. I did have 3 Battery sweep wide to protect that flank. I don't like to do the same thing twice when battling on the same map.

    Why did you split your force already west of the river, instead splitting at the east side? With the main force waltzing as fast as possible in the far south eastward, then turning sharp north and passing the eastern town in the east as fast as possible while leaving the enemy probably expecting you frontally from the West, while you move into his back in the NE.

    Afterwards turning west into the rear of your oponent, while the smaller left force plays the bait and has the objective to threaten the bridge in the north and tie enemy forces until it is too late for them when the Panthers stand in their back.

    What seems also a problem to me, is that your plan seems very inflexible to such a degree, that it could become even dangerous:

    You plan to split your forces before you know anything about the enemy. But even worse: you split in front of the river. If the enemy would already be on the western side and maybe even stronger than expected, then your left group could get stuck and could not support your eastern group!

    Your forces could be in danger to become split with very minor enemy forces, if you can't get over the bridge(s) fast enough.

    Good points.

    I'm really thrilled to read how you are doing, but i wanted to get my thoughts shared before i dive into the action. I don't know the map, but if you put the StuGs on the western side, and once it becomes day, i could imagine you also could run out of space to maneuver with them appropriately if there are no undulations. In the worst case when it becomes day, he could deny you to pass with the StuGs because he has LOS until the map edge. You could get nailed down on the west.

    Sadly the LOS from one edge to the other is not very good. This is a very hilly area and the AT gun I have setup on the on edge has seen nothing across the valley. The town has ridges on either side of it and those ridges have LOS to each other. My opponent has taken control of one ridge and is keeping me off the other.

    Thanks for your thoughts - keep them coming as you read.

  8. Actually in this case I really am downloading maps (I assume files In the repository folder titled "maps" aren't scenarios?). Everything but the campaigns I got were .btt files so I had to be careful to not mix scens with maps. I'll have to try loading them in the editor as you suggest.

    If these are just maps then you will most likely have to add setup zones and objectives as well. In that case you can decide what kind of QB you want to have and create objectives and setup zones to match.

  9. Huh - beyond belief. I can't even begin to imagine how this happens!

    Looks like I need to find a PC, get CMBN on it, and try it out!

    GaJ

    I had the same problem with my launching code. It is a change in libraries needed by the .exe. Now there are some that need the working directory set on launch. Set the third parameter of the exec function to the path to the path..exe. That will fix it.

  10. A little bit at least...

    One of the features in H2HH I like is the ability to right click and launch the appropriate CM game. However, when I try that with CMBN 2.0, I get an error message that QtGUI4.dll is missing from the computer.

    CMFI, CMSF and CMA all continue to work fine.

    @Green as Jade

    I experienced the same error with my turn management program. My code was launching the game without setting the working directory. I just tweaked it to set the working directory to the same place the .exe is located and it is all fixed.

  11. I am just re watching it for the umpteenth time. The gf and I were even considering going on a Baltimore 'The Wire' tour. Is Baltimore near Washington so I can pick up some legal weed on the way?

    Not sure but just in case you are not joking: the Washington with the "legal" weed is Washington State not Washington DC. So, no, not near Baltimore. And if you did make the trip to Washington State, I would not recommend trying to transport any of that weed back to Ireland. The US Federal government is *not* OK with this whole "legal" weed thing.

    Ian

    from Canada but used to live in Washington State

  12. I order the Strummel to move forward again and put one more rounds on the scout team’s position for insurance purposes.

    382Minute121Orders-BackIntoFight.jpg

    The advance along the river continues along the tree lines.

    383Minute121Orders-AdvanceUnopposed.jpg

    At the town entrance the infantry are now ready to make a break for the barns. Now that additional Churchill tanks have been spotted forward the other two Panthers will move up to engage. Meanwhile the Stugs will stay in the tree line and protect the Panthers’ flank in case a threat appears from the town.

    384Minute121Orders-EnemyFound.jpg

    At the other entrance to the town the Stug will pause for a few seconds to fire the round already chambered and then back out of trouble.

    385Minute121Orders-OneMoreShot.jpg

    The barrage on the town ended before I wanted it to. I am not really sure what happened there. The plan was for the first barrage to end and allow the infantry to enter the town while the second barrage continued on the right side of the town. But both barrages ended already and the guns still have amo. I am not really sure what happened there but the FO is heading back to his over-watch location to bring the fire back on the far side of town.

    386Minute121Orders-BackToOverWatch.jpg

  13. In over watch of the town the Stug that moved forward to protect the flank is successful. First it gets a penetrating hit on one of the Achilles on the opposite ridge.

    377Minute122-121-StugFindsAchillies.jpg

    Then it turns its gun on the Churchill that escaped the barrage and gets a penetrating hit on it as well.

    378Minute122-121-AndThenHitChurchill.jpg

    Near the river crossing the infantry continue to advance alongside their armour support. They meet no resistance this turn.

    379Minute122-121-MovingForward.jpg

    In the orchard the Stug that was hit last turn manages to retreat to safety.

    380Minute122-121-Safe.jpg

    The Strummel comes under fire from the scout team but scores a direct hit on their position and silences at least part of the scout team.

    381Minute122-121-ExchangeFire.jpg

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